Killing Floor 2

Killing Floor 2

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Zed Spawner
   
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Maps and Mods: Mutators
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22 Thg05, 2022 @ 6:53am
8 Thg03 @ 12:56pm
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Zed Spawner

Mô tả


Description
Spawner for zeds. Started as a modification of this version, but now there is almost nothing left of the previous mutator, lol xD

Features
- spawn without increasing zed counter;
- spawn depends on the number of players;
- cyclic spawn (useful for endless mode);
- separate spawn for special waves and boss waves;
- spawn after a certain percentage of killed zeds.

Whitelisted?
No. This mod is not whitelisted and will de-rank your server. Any XP gained will not be saved.

Usage (single player)
  1. Subscribe to this mutator;
  2. Start KF2;
  3. Open console (~) and input:
    open KF-BioticsLab?Mutator=ZedSpawner.Mut
    (replace the map and add the parameters you need)
  4. <Enter>.

Usage (server)
Note: If you don't understand what is written here, read the article Dedicated Server (KF2 wiki)[wiki.killingfloor2.com] before following these instructions.
  1. Open your PCServer-KFEngine.ini / LinuxServer-KFEngine.ini;
  2. Find the [IpDrv.TcpNetDriver] section and make sure that there is a line (add if not):
    DownloadManagers=OnlineSubsystemSteamworks.SteamWorkshopDownload
    ❗️ If there are several DownloadManagers= then the line above should be the first ❗️
  3. Add the following string to the [OnlineSubsystemSteamworks.KFWorkshopSteamworks] section (create one if it doesn't exist):
    ServerSubscribedWorkshopItems=2811290931
  4. Start the server and wait while the mutator is downloading;
  5. Add mutator to server start parameters: ?Mutator=ZedSpawner.Mut and restart the server.

Important setup information
The config should be created on first start, but now the game contains a bug that initializes the config values ​​randomly if they are not explicitly set. Thus, the config may have incorrect values ​​or not be created at all.
So if you are using this mutator for the first time, I highly recommend doing the following:
  1. Create (modify) KFZedSpawner.ini manually. Put the following content there:
    [ZedSpawner.ZedSpawner]
    Version=0

  2. Start the game/server with ZedSpawner to generate the contents of the config.
  3. Close the game/server.
Right now this is the only way to correctly create the default config.
Unfortunately I can't do anything about it because it's a game problem (not mutator). I hope TWI fixes this someday.

Setup (KFZedSpawner.ini)
bPreloadContentServer - enable/disable server-side preload content;
bPreloadContentClient - enable/disable client-side preload content;

Cyclic spawn
If you don't want to write an endless spawn list for the endless mode (lol) use a cyclic spawn. Set parameter bCyclicalSpawn=True
After the last wave in the spawn list ends, spawn will start again from the beginning of the list.
Using the SpawnTotalCycleMultiplier and SingleSpawnLimitCycleMultiplier modifiers will allow you to adjust the difficulty of the following cycles.

Shadow spawn
With bShadowSpawn=True, the zeds from the list will replace the original zeds that haven't spawned yet, so the counter of the remaining zeds won't grow. Spawning will stop when there are no unspawned zeds left.
With bShadowSpawn=False zeds from the spawn list will not replace the original ones. The counter of remaining zeds will increase when spawning. Spawn will continue until the end of the wave.

Smooth spawn
With bSmoothSpawn=True a group of zeds will spawn gradually (1 zed per second);

AliveSpawnLimit
If you have a server crash with a large number of zeds, set AliveSpawnLimit. If the number of live zeds reaches the specified limit, spawning will be stopped until there are fewer zeds. At zero there is no limit.

Spawn lists
Use the [ZedSpawner.SpawnListRegular] section to set spawn on any wave.
Use the [ZedSpawner.SpawnListBossWaves] and [ZedSpawner.SpawnListSpecialWaves] sections to set a separate spawn for the boss wave and special waves if needed. Use bStopRegularSpawn=True if you want to stop spawning from the regular list during boss waves or special waves.

Spawn entry parameters
  • Wave / BossClass - what wave is the spawn for. Wave number for the regular list, wave type for the special list; boss class for the boss list.
  • ZedClass - the class of the zed you want to spawn (for example: ZedternalReborn.WMPawn_ZedScrake_Omega).
  • RelativeStart - allows you to start spawning a zed not on a timer, but after killing the specified percentage of zeds. If set to zero, spawn will start after Delay seconds from the start of the wave. Note that RelativeStart does not work on bosses.
  • Delay - time in seconds between spawns.
  • Probability - the chance (%) of each spawn (1-100).
  • SpawnCountBase - The base number of zeds to spawn, aka the number of zeds that will be spawned on the first cycle with one player. Can be adjusted by modifiers, number of players and cycle number.
  • SingleSpawnLimit - maximum number of zeds for one spawn. Can be adjusted by modifiers, number of players and cycle number.

Spawn logic
I really tried to describe in text how it works, but every time I got some kind of crap. Therefore, I decided to explain it a little differently and made a small calculator for this. It is interactive, you can change the parameters and see what happens. It has all the necessary explanations, so I think you will quickly figure out how the spawner works.

Link (remove spaces):
htt ps://docs .google .com/spreadsheets/d/1q67WJ36jhj6Y0lPNO5tS2bU79Wphu4Xmi62me6DAwtM/edit?usp=drive_link
Just please try not to interfere with each other if you see that someone is already using a calculator.

Notes
📌 Mutator does not contain custom zeds. You must have the required zeds in your subscriptions to be able to spawn them.
📌 If you are using this mutator to add zeds, you should not use mutators from zed packs (just having them in subscriptions is enough).
📌 If the spawner's behavior differs from what you expect, check the server logs first. ZedSpawner writes in the logs everything it does (and describes why), most likely you will find an explanation of what is happening there. If not, feel free to report bugs :)

Sources
https://github.com/GenZmeY/KF2-ZedSpawner (GNU GPLv3)
58 bình luận
tsukihime 28 Thg08 @ 5:02am 
cool bro, i just want my server to stay stable and people have fun messing with custom guns and zeds
tsukihime 28 Thg08 @ 5:01am 
will do
GenZmeY  [tác giả] 28 Thg08 @ 4:59am 
By the way, don't get me wrong, incompatibility is a very common thing here. If two mods are incompatible, they can work fine separately, but cause problems together. It doesn't mean that the first mod is bad or the second mod is bad. It just means that they conflict. It happens
GenZmeY  [tác giả] 28 Thg08 @ 4:57am 
Try without UKFP (if you use it)

A lot of people complained to me about crashes in my mods, but it always turned out that these people were using UKFP and the problems disappeared when they turned it off. I don't know if this is a coincidence, or if these mods are simply incompatible, but I think it's worth a try

In the end, my mods are not just something I put on the workshop, I have been running servers for several years where I used all of this, so I am confident in their correct operation. But I can't guarantee full compatibility with other mods that are not mine
tsukihime 28 Thg08 @ 4:38am 
absolute bruh momento since i'm the one mentioned in that post. after extensive test the only thing cause the crash is zedspawner, maybe my server is already heavily modded and zed spawner is just the turning point to cause the crash to my server. anyway if we cannot do anything about it then it is what it is
GenZmeY  [tác giả] 28 Thg08 @ 4:06am 
@amigos, Server crashes during map changes have always been in the game ( proof ). And this mutator does not affect map changes in any way
tsukihime 28 Thg08 @ 3:25am 
the mod causes server crash after in-game map change bro. idk i need to cope with unranked server for a while
∀ℳΞ¡ƧΞɲþɘɼ 28 Thg08 @ 3:12am 
Unfortunately I don't know enough to modify the mod myself and it's not really worth looking deeper into this. Now that kf3 is around the corner and not preloading on the client side works well enough. Thanks anyway
GenZmeY  [tác giả] 26 Thg08 @ 2:01pm 
Hey. Sounds like a problem :(

I don't know the exact method, but I think it's possible to come up with something if research this case more. The main thing is to find a marker by which you can clearly understand that the zeds have loaded and you can let the player into the game. And hide the "Ready" button until this happens, as is done in CTI ( like this [github.com]).

Both mutators have a RepInfo class, so transferring this part of the code from CTI to ZedSpawner should not be a big problem

But I have no desire or time to do/research/test this, so I can only hint. The mutator sources are open, maybe someone can do this
∀ℳΞ¡ƧΞɲþɘɼ 26 Thg08 @ 12:24pm 
hi, I have a lot of custom zeds and it always takes a while to load them on the client side, while the player is in the lobby. Is there a way to prevent players from spawning too early? If PreloadContentClient hasn't finished loading (only recognizable from FPS drops) and the player spawns, he's bugged and can't shoot.